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Jeebus I hate dealing with custom items. in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #27
The docs say script names can only be a maximum of 13 characters (not counting the .txt) long. 'hellholeravinedata' is 18 characters. 'hellholeravine' is 14.

And yes, I realize the editor says your scenario filename can be up to 20 characters, in the dialog when you first create it, but I'd bet that your filenames are just too long.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum
Shock Trooper
Member # 4180
Profile #27
The docs say script names can only be a maximum of 13 characters (not counting the .txt) long. 'hellholeravinedata' is 18 characters. 'hellholeravine' is 14.

And yes, I realize the editor says your scenario filename can be up to 20 characters, in the dialog when you first create it, but I'd bet that your filenames are just too long.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #22
Hehe... I'm a dyslexic reader I guess. I read that as "in one line" instead of "in line one". :)

Yeah, I didn't copy that part, so I imagine you nailed it: scenario data files probably can't have comments before the beginscendatascript; line (mine doesn't, anyway). Try removing that and see what happens.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum
Shock Trooper
Member # 4180
Profile #22
Hehe... I'm a dyslexic reader I guess. I read that as "in one line" instead of "in line one". :)

Yeah, I didn't copy that part, so I imagine you nailed it: scenario data files probably can't have comments before the beginscendatascript; line (mine doesn't, anyway). Try removing that and see what happens.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #20
Hmm... not a clue. I copied and pasted those lines from your post into my own scenario data file, and it worked just fine (except for the obvious problem of not having graphics with the numbers you gave yours).

Does it give you a line number where it says it's going haywire?

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum
Shock Trooper
Member # 4180
Profile #20
Hmm... not a clue. I copied and pasted those lines from your post into my own scenario data file, and it worked just fine (except for the obvious problem of not having graphics with the numbers you gave yours).

Does it give you a line number where it says it's going haywire?

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #65
I thought about that, but decided it would actually be more work to track who was dead/alive and what the party had already done in town (so the towns matched except one flooded and one dry) than swapping out some 3 dozen floors. :)

EDIT: Yes, Daravon, that would work. In this case, however, I would have ended up with almost as many custom floors (considering the edges of the water change significantly) as just a string of set_floor() calls. :)

[ Sunday, April 25, 2004 18:16: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum
Shock Trooper
Member # 4180
Profile #65
I thought about that, but decided it would actually be more work to track who was dead/alive and what the party had already done in town (so the towns matched except one flooded and one dry) than swapping out some 3 dozen floors. :)

EDIT: Yes, Daravon, that would work. In this case, however, I would have ended up with almost as many custom floors (considering the edges of the water change significantly) as just a string of set_floor() calls. :)

[ Sunday, April 25, 2004 18:16: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #13
Custom items are defined in the INIT_STATE of the main scenario script. They don't have their own separate scripts. Even if they have scripted behavior (i.e., abilities 207 or 208), it's just handled from a state in the scenario script.

Actually, I suppose the main reason I might not have the memory problems is that I'm on OS X (which allocates memory much differently) and have a boatload of physical RAM. If the editor needs more, it just asks the OS and gets it dynamically. :)

EDIT: My original answer was just plain wrong. :) Look in the data script (scenario_namedata.txt) for definitions of custom items.

[ Sunday, April 25, 2004 15:49: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum
Shock Trooper
Member # 4180
Profile #13
Custom items are defined in the INIT_STATE of the main scenario script. They don't have their own separate scripts. Even if they have scripted behavior (i.e., abilities 207 or 208), it's just handled from a state in the scenario script.

Actually, I suppose the main reason I might not have the memory problems is that I'm on OS X (which allocates memory much differently) and have a boatload of physical RAM. If the editor needs more, it just asks the OS and gets it dynamically. :)

EDIT: My original answer was just plain wrong. :) Look in the data script (scenario_namedata.txt) for definitions of custom items.

[ Sunday, April 25, 2004 15:49: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #62
As long as we're dreaming here... :)

I'd like to have a call that re-inits all floors/terrains to their default state (as set in the editor). I just made a town with a dam, and it's MUCH different depending on whether the floodgates are opened or closed (about 3 dozen squares change--coulda been much worse, I guess, if I hadn't planned so carefully ;) ).

Going through all those squares and saying what they change to when the puzzle is solved was a pain, but understandably necessary. Going BACK through and saying, essentially, "now put it all back like it was when the party entered", in case they decide to undo what they did, seemed like more work than was really required. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum
Shock Trooper
Member # 4180
Profile #62
As long as we're dreaming here... :)

I'd like to have a call that re-inits all floors/terrains to their default state (as set in the editor). I just made a town with a dam, and it's MUCH different depending on whether the floodgates are opened or closed (about 3 dozen squares change--coulda been much worse, I guess, if I hadn't planned so carefully ;) ).

Going through all those squares and saying what they change to when the puzzle is solved was a pain, but understandably necessary. Going BACK through and saying, essentially, "now put it all back like it was when the party entered", in case they decide to undo what they did, seemed like more work than was really required. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #6
No, I can't say I've seen that error... but then, I don't leave the game running (I've almost always got the editor running in the background when the game's going; but I quit out of the game before making changes in the editor).

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum
Shock Trooper
Member # 4180
Profile #6
No, I can't say I've seen that error... but then, I don't leave the game running (I've almost always got the editor running in the background when the game's going; but I quit out of the game before making changes in the editor).

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #4
it_inventory_icon should be a number between 0 and 9, indicating the position within the sheet of the icon to use (each sheet contains 10 icons).

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Jeebus I hate dealing with custom items. in Blades of Avernum
Shock Trooper
Member # 4180
Profile #4
it_inventory_icon should be a number between 0 and 9, indicating the position within the sheet of the icon to use (each sheet contains 10 icons).

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #60
Thanks, y'all. Some good ideas. :)

Despite it's importance (or actually, because of it--it would become overpowering), the party can only use this item 3 times, and only in a particular city. So the outdoors bit is not a problem.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum
Shock Trooper
Member # 4180
Profile #60
Thanks, y'all. Some good ideas. :)

Despite it's importance (or actually, because of it--it would become overpowering), the party can only use this item 3 times, and only in a particular city. So the outdoors bit is not a problem.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Does fl_blocked work? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
Hmm... water should definitely do the trick. I had to create a water tile the party COULD walk on to use... well, it's hard to explain and doesn't really matter. :) I just had to do it.

You are exiting the town and coming back to test, aren't you? I've found you definitely have to do that if you're changing the blocked/not blocked status of terrains/floors. Even then, I've had some seem stubborn about changing for me. I'm not sure, but it might be another of those things that gets set only the very first time you enter a city.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Does fl_blocked work? in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
Hmm... water should definitely do the trick. I had to create a water tile the party COULD walk on to use... well, it's hard to explain and doesn't really matter. :) I just had to do it.

You are exiting the town and coming back to test, aren't you? I've found you definitely have to do that if you're changing the blocked/not blocked status of terrains/floors. Even then, I've had some seem stubborn about changing for me. I'm not sure, but it might be another of those things that gets set only the very first time you enter a city.

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Items not showing up when testing? in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #1
According to JV, when I asked essentially the same question, items are only placed the very first time you ever enter the town in the scenario. So you have to go back to a save before you ever entered that particular town if you want them to show up.

Major PITA for someone like me who likes to add stuff as I need it, rather than all at once, but there you go...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Items not showing up when testing? in Blades of Avernum
Shock Trooper
Member # 4180
Profile #1
According to JV, when I asked essentially the same question, items are only placed the very first time you ever enter the town in the scenario. So you have to go back to a save before you ever entered that particular town if you want them to show up.

Major PITA for someone like me who likes to add stuff as I need it, rather than all at once, but there you go...

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #57
I doubt there's the slightest chance of actualy getting this one, but you never know unless you ask. :)

I'd like a pair of calls to add/remove our own custom icon as a character status (like drunk, invulnerable, etc., now). I've got a custom status that's vitally important to my scenario, a custom item that grants it, and have gone to tons of trouble to script its effect. And I don't even have a convenient way to let the player know when it's in effect and when it wears off.

Right now, I'm using a sledgehammer to get the job done (a pair of message_dialog()s for start and end); but a simple status icon would be so much nicer. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Calls that we wish existed in Blades of Avernum
Shock Trooper
Member # 4180
Profile #57
I doubt there's the slightest chance of actualy getting this one, but you never know unless you ask. :)

I'd like a pair of calls to add/remove our own custom icon as a character status (like drunk, invulnerable, etc., now). I've got a custom status that's vitally important to my scenario, a custom item that grants it, and have gone to tons of trouble to script its effect. And I don't even have a convenient way to let the player know when it's in effect and when it wears off.

Right now, I'm using a sledgehammer to get the job done (a pair of message_dialog()s for start and end); but a simple status icon would be so much nicer. :)

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
te_can_look_at strangeness in Blades of Avernum Editor
Shock Trooper
Member # 4180
Profile #2
Ok, I think I figured it out. And if this is the case, this really needs to be mentioned in the docs somewhere, it seems to me.

In order for the player to be able to look at a terrain, it must BOTH be marked te_can_look_at AND have a terrain script on the space (even if it does nothing). Is that correct?

I actually intended to put a script on this particular terrain anyway (but just hadn't gotten around to it yet). But there are times when it seems it would be good to let a player "look" at something they can't really interact with, just to find out "what the heck is that thing, anyway?".

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00

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